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Found 40 results

  1. Happy Star Wars day! my challange is going to be themed like the movies so if you haven’t seen them, this ‘shallange’ may not be for you. bronze: build an X-Wing Silver:build a TIE fighter gold: Build the millennium falcon! Iridium: build a lightsaber! if you are crazy enough to do this, good luck, fly safe! -Orion
  2. Welcome to the second KSP challange! the challange for this Saturday is as follows: Bronze: Go to the Mun Silver: Go to the Mun, and then go to Minmus Gold: do it without refueling or using ISRUs Good luck, fly safe!
  3. I’ve never tried but, can anyone make a rover that can JUMP THE DRES CANYON? I’m new here, so I’ll consider it another challenge. Please try at home, and send me videos. Even if you fail. I like explosions.
  4. From here on, I think I’ll make KSP challenges every Saturday. this week’s challenge: build a seaplane, BUT, it also is a submarine! Bronze: make a seaplane Silver: make a submarine seaplane gold: on Laythe. Good luck, Fly safe!
  5. My Delta IV Heavy replica with Orion Spacecraft replica. The craft has approximately 7000 of Delta-V. I was very excited about this creation. https://imgur.com/a/GwLbYpC
  6. Are there any up to date mods that introduce either ambient air breathing nuclear jet engines, the kind of things that could be used on Eve, and/or a mod that introduces nuclear pulse propulsion parts in the style of the original Project Orion, not the dinky little capsule. And I prefer mods with as few dependencies and new parts as possible, and no new resources.
  7. THE ORION CREW MODULE CONSTRUCTED BY HUMMINGBIRD AEROSPACE This beauty is my take on the Orion Crew Module, a next-generation orbiter capable of Mars/Duna orbit. Of course, the Orion Crew Module in real life can handle 4 crew, Hummingbird Aerospace had to sacrifice an extra seat for a souped-up herbal entertainment system, with all the KerbNet channels. That way, your Kerbals will be able to make year-long journeys to the red planet without getting bored for a single moment! This baby has 3,372 m/s of that sweet, sweet Delta-V, and weighs a hefty 30t. It is filled to the brim with Liquid fuel and Oxidizer to keep your campfires burning long enough. It is made out of 35 parts and is 13m in height. Although it has the Delta-V to reach LKO without a launch vehicle, it does not have nearly enough TWR to get off the ground. Warranty void if used without compatible launch vehicle. Here is the freshly-baked craft file, warranty void if craft is eaten. https://kerbalx.com/Hummingbird_Aircraft/Orion-Crew-Module See you on Duna!
  8. Mod is @Sobol's SLS mod. Go check it out.
  9. UPDATED 29/04/18 FINAL PATCH WHILE WORKING ON NEXT MISSION! This is a basic mission that let's you head up to the International Space Station with the new Orion Module, not yet operational by NASA yet, transfer crew and return safety back to the KSC. I hope you all enjoy! DOWNLOAD HERE! Rookie
  10. reDIRECT | V0.9.9 | Shuttle-Derived Launch Vehicles Revival of my old Shuttle-Derived launch vehicle mod for KSP 1.4.1. The mod has been completely rebuilt from the ground up, with new models & textures. It will not replace older versions of the mod to avoid conflicts. Principally, the mod adds STS-style 5m fuel tanks, and 2.2m Solid Rocket Boosters. Adapters and decouplers are also included! These can be used to built Space Shuttle (STS) stacks, or the Jupiter rockets from the DIRECT proposal that this mod takes its name from. Screenshots: Part variants are included! PHASE I: Jupiter STS External Tank. Jupiter Stack Parts, including adapters, separators and thrust plates. Shuttle 4-Segment Booster Parts 5-Segment Booster 2 & 3-Segment Boosters (for SRB-X) Jupiter Upper Stage Parts. PHASE II: Orion Orion Capsule & Associated Parts. Orion Service Module Parts PHASE III: Constellation/SLS SLS Parts Ares I Parts Recommended other mods: Cormorant Aeronology (essential for building Mk3 shuttles) Sigma Dimensions (I recommend you play at 2.5x scale) CHANGELOG 0.9.9. MAJOR RELEASE. Warning: may break existing craft files. - Re-bundled craft files. - Fixed tags for multiple parts. - Fixed B9PartSwitch errors. 0.9.8. DEV RELEASE - Improved normal maps across all parts. - Added Space Shuttle External Tank Decoupler. - Added Space Shuttle SRB Decoupler. - Added PlumePart plumes to SRBs. - Added nodes to SRBs to allow attachment to SRB decouplers. - Added node to Jumbo External Tank to attach to ET decoupler. 0.9.7b. DEV RELEASE - Bundled Benjee10_sharedAssets. - Moved KJ10 engine into sharedAssets. - Reduced SSME mass to 1.2t. - Added gimbal to KJ10 engine. - Rebalanced Shuttle/SLS tank masses & volumes. - Added whitelist for ReStock SSME. - Fixed most NREs with texture switching parts. 0.9.7a. DEV RELEASE - Overhauled RL10-B-2 engine model. - Bundled DeployableEngines. - Tweaks to balance & SRB thrust curves. - Tweaks to node placements on various parts. 0.9.6d. EXPERIMENTAL RELEASE - Replaced all engine/RCS plumes. - Bundled PlumeParty. 0.9.6c. EXPERIMENTAL RELEASE - Complete rebalance of all LH2/OX tanks, engines, & SRBs. 0.9.6b. EXPERIMENTAL RELEASE - Added SLS ICPS part. - Added Orion Fairing Base. - Added short 5m orange tank to lengthen SLS. - Added RL-10B (fixed nozzle) - Modified RL-10B-2 (expanded nozzle) model/texture. 0.9.6a. EXPERIMENTAL RELEASE - Added SLS 4x adapter. 0.9.6. 1.6.0 update - Re-release for 1.6.0 compatibility. - Bundled updated version of B9PartSwitch. - Fixed some errors/typos in part descriptions/names. - Fixed UV-layout accidentally overlaid onto adapter texture. - Bundled craft files. 0.9.5. 1.5.1 update - Re-release for 1.5.1 compatibility. - Removed duplicate geometry on 5-segment SRB which was creating Z-fighting. - Removed fairing from Ares I upper stage engine plate's editor icon. - Added 5m -> 3.125m adapter. - Added 3.75m -> 3.125m adapter. - Added SLS-style 5m -> 3.125m adapter. - Bundled updated versions of B9PartSwitch and Community Resource Pack. 0.9.4c. Minor iteration on Ares I parts. - Finished textures for Ares I parts. - Added normal maps for Ares I parts. - Added built-in decoupler for Orion Launch Abort System. 0.9.4b. DEV RELEASE OF ARES I. - Added Ares I parts: - Small & Large LH2/Ox Tanks. - 3.125m thrust plate. - 3.125m->2.2m adapter. - 3.125m avionics ring. - 3.125m stack decoupler (with built in RCS). - 3.125m fairing base. 0.9.4a. DEV RELEASE OF PHASE III. - Added K-2X "Jackdaw" cryogenic rocket engine. 0.9.31. Hotfix. - Fixed model for inline STS tank not appearing in game correctly. - Added placeholder IVA to Orion to allow crew portraits. - Fixed incorrect gimbal transform on KL-10-B-II Engine. 0.9.3. - Added Orion Parts. - Rebalanced all tanks & engines to use LqdHydrogen/Ox. - Migrated all mesh/texture switch functions to B9PartSwitch for 1.3.1. compatibility (and for more features in the future). - Rebalanced all parts to be in line with stock. - Tweaked SRB thrust curves. - Updated .CFGs so that all parts now have consistent manufacturers & feature tags and a description. - Bundled B9PartSwitch & Community Resource Pack. 0.9.1. BETA RELEASE. - Added KD75k "Monsoon" five-segment Solid Rocket Booster. - Added KD25K "Thunderstorm" two-segment Solid Rocket Booster. - Minor SRB texture improvements. - Minor Tank Endcap texture improvements. - Added Jupiter Upper Stage parts (fuel tank and engine mount). - Added new upper stage engine, KL10-B. - Rebalanced to be closer to stock values. - Added placeholder KS-25B "Rainstorm" engine (uses Stock SSME model) to account for increased mass of fuel tanks. 0.9.0. BETA RELEASE. - Initial release of Phase I. Download link: SPACEDOCK DEV RELEASES SpaceDock is hosting only the last stable release. On my GitHub you will find the latest development versions: GITHUB This features the newest parts and updates but may not be properly balanced or stable, and will frequently be updated which may result in craft files breaking. Use at your own risk! This should work correctly with 1.3.1 and up. ACKNOWLEDGMENTS Special thanks to HooHungLow & Tyko for sponsoring the Orion section of the mod, and to Beale for allowing me to use his fantastic solar panel texture. If you like what I'm doing and you'd like to donate something to keep me motivated & well caffeinated, consider making a one-off donation via PayPal:
  11. Hi guys!! Here's some work i'v beem on this weekends! It's some "compact" version of a moon base fully functional, with few parts and functional as hell!! Only have 3 models until now, an Science Lab, a Mining Facility and GreenHouse (because its pretty, that's all... ). This is the ESA concept for a moon base that i really enjoy and like how it looks! Modules: "Interactive Interiors": Science Lab: GreenHouse: Mining Facility: Ground Solar Panels: Altair Lander - "Big Boy"! (Up to 8 Kerbals) Almost there... solving the last bug (that I found...)
  12. Release v0.14 (Beta) Since I started to play KSP (i don't even remember when...) I really wanted to make some things on "my way", probably, like all modders do. So, I was working on this mod on my weekends for the past few months and now, i think it's "shareable". I am really grateful to all the people who helped me a lot with tips and shared the knowledge! This mod contains my understanding for Lockheed Martins MBC and some other features like: - MBC (Mars Base Camp) - MBC - Orbital ISRU - MBC - Orbital GreenHouse (WIP) - Orion (Capsule + parachutes +Service Module + Criogenic Propulsors) - SLS (boosters + core stage + petal adapter ) - Altair Lander - MMSEV (credits for NASA Modelers! Just worked on it to compile) MMSEV - Orbital config! Know Issues: Interiors are all WIP Orion Interior Kerbal Screens are all black (don't know how to fix it yet... ) - FIXED! MMSEV loses orientation on reload... (what a hell....) - FIXED! -Altair lander collider - FIXED! News: RealPlumes compatibility files on this release. Bug Fixes for 1.4 Other stuffs and info's: All config's are as close as I guess to stock, if you guys find some of them a little "cheaty", plz let me know! The suit model on MMSE and on the bridge from MBC are from @BobCat's mod! The MMSEV original model where downloaded from Nasa's shared content. All other one's are from my own work. Download Link (Space Dock - v0.14 is rdy to roll!!): https://spacedock.info/mod/1615/[1.3] Capsule Corporation Endeavour (Mars Base Camp) Next release's: - IVA's - Moon Village Project (WIP link bellow!) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Hope you all enjoy!! You can follow the new parts and development status on this thread: - New release for CC - MADV (Mars Ascent and Descent Vehicle). You can get it here: - The LRE for long journeys
  13. I would like to share with you all a little mod that I working on. The MOD contains: Orion+Service Module, parachutes for Orion, Extensible Docking Port, a Petal decoupler, Altair Lander and a MMSEV. The MMSEV's model and textures are from Nasas 3D's Sharing. I only worked on a little things here and there. Now im correcting some bugs and working on better textures to be more Stockalike Hope you enjoy!
  14. Hello, everyone, and this is a continuation of the SLS repaint mod, originally by @nothke, later re-released by @MeCripp, and now re-released by me. What this mod does is adds new textures for the Rockomax parts and adds Firespitter Texture Switch 2 configs so you can interchange between textures on the parts. This is a snippet of my upcoming mod, Kerbobulus Space Program. I added some of my own textures to the mod, like for example a texture that turns the Rockomax X200-16 tank into the ICPS upper tank. So, lets get to the mod itself! KNOWN PROBLEMS: INSTALLATION DIRECTIONS: Install Module Manager* Extract the "nothke-2015_SLS_CDR_textures" and "Kerbobulus Space Program' folders into the Gamedata folder together with "Firespitter.dll" If you find any problems, please report them in the thread below CREDITS: @DirtyFace83 Creator of the kerbalized American flag on the ICPS @nothke The original creator of this mod @MeCripp For releasing a 1.0.5 compatible version @TheShadow1138 For making the EUS-style orange texture Licensing: This mod is licensed under a CC-BY NC SA license All dependencies licensed under their own licenses Dependencies: "Module Manager" by @ialdabaoth, maintained by @sarbian, licensed under a CC-BY SA license "Firespitter" by @Snjo, maintained by @RoverDude, licensed under a custom license , which states: ____________________________________________________________________________________________________________________________________________________ * Install MM version that is the right one for your game version, 2.8.1 for KSP 1.3, 2.7.6 for KSP 1.2.2, I WILL IGNORE A PROBLEM IF THE MM VERSION IS FOR 1.3 AND YOU ARE USING 1.2.2 Same Applies to Firespitter DOWNLOADS: Spacedock _________________________________________
  15. Can someone please make a texture resembling the one on this part?(The big black capsule) Thanks, Bottle Rocketeer 500 Blank UV Map Here
  16. Done in pursuit of Doing It Orion Style: My three intrepid explorers, preparing for the first crewed launch of the glorious SLS! Pad view. Since this is the first crewed test, I'm starting with a little pad abort... All clear so far... Fairing and LES jettison. Drogues out... Popped the mains. Success! Reverted to the pad. SSME ignition! SRBs ignited; up, up and away. Nearing Max-Q, and... Whoops, aborting again! Couldn't resist doing a max-Q abort. Dropping nicely. Nominal splashdown. All right, for real this time. Majestic to be sure! Quite a clip. Heating up and leaning over. SRB jettison! High enough now to get rid of the LES. If you look closely, you'll see that I used a three-segment fairing. Burning very gingerly now. As usual, the SLS can make LKO easily on the core. EUS separation and ignition! Fairing jettison. Only a tiny burn to get up into LKO. Circularized! Orion's SM has solar array deployment. Now, here's where it gets messy. The current NASA plan calls for the EUS to place the entire stack -- DSG component & Orion + SM -- in a high Earth orbit with a period of approximately 24 hours. After this orbit, Orion will separate from the stack and enter its own free-return trajectory, while the EUS places the DSG component in a lunar flyby. I had to plot a couple of orbits ahead to get the timing right. Burning to raise Ap. Done! You can see that the second node appears, after this orbit. Set up for a free-return. Hanging out at apoapse! Orion separates on the way back in. Lost the old maneuvering node, but that's okay. Putting Orion where it needs to go. Extending solar arrays on the Power & Propulsion Module as I swing around the dark side of Kerbin. Setting up the escape-trajectory flyby for EUS disposal. First clear shot of the Deep Space Gateway Power & Propulsion module. Note docking port for refueling, hexagonal probe core, and "airlock" up top for experiment storage, as desired. Orion flying free with the EUS in the background. Finally back at Pe, and burning for the flyby! Switched over to Orion; burning for the free-return. Free-return complete! Separation from the EUS. The EUS will continue to a munar flyby and escape. Testing the engines on the DSG. In reality, the four smaller ion engines will be on special gimbal arms, but KSP doesn't have that capability. Here's what the current disposal trajectory looks like. Firming up the flyby. In reality, the DSG will be assembled in a halo orbit around L2, but since there are no Lagrange points in KSP, a polar Mun orbit will have to do. The Kermans are excited for their flyby! Setting up my node for munar capture. Thanks to the scaled-up ion thruster, I can do the capture burn easily. Orion is inside the Mun's SOI. Nearing Munar Pe; starting to throttle up. Full capture burn! Capture complete. Closest approach on free return. Goodbye, Mun! Set up a node to fix inclination. Inclination fixed! Getting ready to lower Munar Pe. What a beautiful shot! Reached my terminal orbit. Meanwhile, Orion is coming back in toward Kerbin. Service Module jettison. Starting to get entry heating; SM visible in the background. Took quite a long time, really. Through re-entry; drogues popped. Jettisoned heatshield. Mains popped, drogues cut! Splashdown! That's a wrap.
  17. Hi, can somebody please make an EUS style texture for the small 3.75 m tank in the style in nothke's SLS recoloring mod? Thanks, Bottle Rocketeer 500
  18. Hello, Today I would like to discuss the matter of the Orion program. I have one major question: why spend billions on R&D making the SLS, when there is already a tested rocket, called the Saturn V, which took people to the moon and back? The Saturn V could take more than 120t into LEO, the Block 1 crew 70t, and even the Cargo version can only support 130t.
  19. This mission completed for submission to the EM1 Mission of the Doing It Orion Style challenge. Only mod was TweakScale. I went a little overboard trying to match all the elements of the real SLS + Orion, down to the count and placement of the RCS thruster blocks. Definitely pleased with the final product, though! View from the VAB. Standing tall on the pad. Igniting the SSMEs first. Booster ignition and clamp release! I always love these kinds of shots. I don't much like the SLS myself but it is a nice-looking rocket to be sure. Look familiar? Halfway through the SRBs and just now supersonic. Not going to get rid of the launch tower until after the solids are jettisoned. Really starting to get some heating now, right at burnout. Gees will drop soon, though. Booster staging aided by some sepratrons clipped into the nosecones. Boosters receding; about half my launch fuel and pulling two gees. Throttling down to fine-tune my ascent. Fairing and LES jettison! Now I just need to go a little bit further... MECO in a disposal orbit. Separating the core. Nice shot of the ICPS here, compare to this. Extending solar panels as the core recedes. Circularizing. As you can see, I have 13 cubesats mounted around the ICPS decoupler. Orbit circularized. Testing out my RCS blocks. Note the placement is identical to here. Really good view of the ICPS. Went ahead and threw an antenna on here since it is unmanned. Extending the antennae on the KubeSats. KubeSat 1 away! These each consist of a probe core, an antenna, and an instrument of some kind. I plan to deploy them in low Kerbin orbit, kerbostationary transfer orbit, Munar free-return, and Munar orbit. I only brought 13 KubeSats because that's the number of adapters on Orion's Stage Adapter. Deploying a few more KubeSats: Let's see, where were we? Planning Munar Free Return. ICPS reignition! TweakScale is almost perfect, but it didn't adjust exhaust plume length. So it looks a little weird. Deploying another KubeSat with a slightly higher apoapse. Yet another. You can see the orbits of the individual KubeSats. Deploying KubeSat in Kerbostationary Transfer Orbit. There it is in KTO! Throttling down to finely adjust the free-return. And there's my free-return! Got a pretty good Munar Periapsis for a free-return. Releasing more KubeSats now that I'm in a free-return trajectory. Nice shot of the service module here too, along with the large battery to show I have backup in case the solar panels fail. Approaching cismunar space. Nice shot of the loop around the Mun; you can see that the KubeSats I released have spread out nicely. One of the KubeSats is on an impact trajectory, the others are not. I went ahead and used the ICPS for this burn so I could save some KubeSats for deployment in Munar Orbit. Deploying! Finally separating the ICPS and Orion is flying free! Nice swarm of KubeSats here along with me. Let's head a bit closer to the Mun. Tightening up that orbit... Much better! Did a few orbits until I was lined up to head back to Kerbin. Getting ready for the return burn. This is the first really good shot of Orion by itself. Starting the burn. And now my periapse is below the surface! This will be hot. Farewell, Mun! Earth approach. Separation from the Service Module. Hope I don't overshoot and come down on land. Very warm. Hitting the drogues immediately to try and get a splashdown. Popping the mains. This is gonna be close! Dropping the heat shield. Cut the drogues. Aaaaand... Splashdown!
  20. One wise kerbal once said, " Reach for the stars, and you will be successful." So, the KSP took it literally and decided to reach for the stars with their "amazingly awesome" spacecraft. The Challenge: Do the Orion missions listed below Orion Command module should be accurate and have 3 seat for stock, 5 seats for modded if possible. Following bonuses apply to all: Chute-O-Matic 3000 -- Have three main chutes and two drogue chutes, just like the real Orion does. * + 15 points * If using mods, and restricted to less, please note that in your submission post. Then, I may give you an exception. If not noted, but in the aforementioned situation, you WILL NOT get the bonus Note: You must complete previous mission to continue on to the next one. EFT-1 Badge: Go into a highly eccentric orbit of Kerbin to test high speed reentry Exploration Mission 1 Badge: http://imgur.com/a/PIVJx Build an SLS Block 1 launcher and mate an Orion Spacecraft to it. Then send them to the Mun (Orbit Only). Europa Clipper Build the SLS Block 1B Cargo and launch a probe to fly-by Laythe multiple times. ___________________________________________________________________________________________________________________________________________________________________ Deep Space Gateway (DSG) Mission Objective: Assemble a ship to go to Duna using the SLS in elliptical polar Munar orbit with AP above Munar south pole. Also, develop the SLS Block 2 Cargo and Block 1B Crew. ___________________________________________________________________________________________________________________________________________________________________ MISSION OBJECTIVE (REQUIRED) +50 points ___________________________________________________________________________________________________________________________________________________________________ PHASE 1 EM-2 to EM-5 PHASE 2: EM-6 to Duna mission More Missions Coming!
  21. Hi my fellow Kerbal fans, i would just want to know what mods i should use to have a Orion command module (pod) and its round launch escape system... Thanks for help !
  22. Continued from which is really continued from http://forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom I'm calling this Komplete (until it's not). This is basically a continuation of Nyrath's original Orion drive mod. The engine's been split up into different parts, basically so you can have pulse units loaded without the add-on magazines. Everything has been remodelled and reworked, but the plugin that drives the whole thing is basically the same beast as Nyrath's work. It's licensed via the standard MIT license, as per the original license file included in the original work. The cast of contributors is growing. To get this up and running in 1.2 @FreeThinker and @HebaruSan helped a lot. Which is to say, those two made it work. All I've done is tweak atmosphere effects and similar things. Prior to 1.2 it was a cast from what I shall call "before my time", but clearly involved @nyrath and a few others, the cerebrate/Alistair Young who obviously cleaned up and githubbed the code at some point (not sure if that's the forum's @Cerebrate or not) and anyone else who contributed over the years that I'm unaware of. To all of you, I thank you. Let me know if you're ever in Brisbane Qld, I'll buy you a drink. Anyway, after all that, this is an Orion drive, not an Orion capsule. It's a drive first envisioned by Stanislaus Ulam, and developed from some basic ideas into a well engineered concept by a team at General Atomics with Freeman Dyson (Mr Dyson Sphere, not Mr Vacuum Cleaner). As a first order approximation, it's a system for propelling a craft by firing nukes out the back. That's obviously not a good idea generally, so there's a huge metal plate on some long shock-absorbers involved, and changes to the nukes themselves to make it all work. But that's the basics. As did @nyrath, my primary reference for this was Scott Lowther's http://www.up-ship.com/eAPR/ev1n5.htm Many other sources of information were referenced as well, most of which can be found on @nyrath's website http://www.projectrho.com/public_html/rocket/enginelist.php#id--Pulse--Orion https://web.archive.org/web/20070704104944/http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770085619_1977085619.pdf contains original unclassified source info Download: https://spacedock.info/mod/149/Orion TD Edition And, pics or it didn't happen; A quick user guide. Orion Craft Building tip 1. You don't have enough RCS, add more. Orions are HEAVY. While regular rockets are doing their damnedest to strip weight off, extra weight on Orions just smooths the ride. This is great, except for RCS. Now, to get this mod to work, you need 2 things. A pusher plate (engine) and some bombs. Any arrangement will work, but there's the "correct" arrangement or things that will look a bit silly. The way it's intended to go together is an engine on the bottom, then some loader floors above that. Using the matching size of course. The 86 foot pusher plate fits all it's gases and oils in quite low, so you really need a few floors to cover the suspension shrouds. On top of the loader floors, you should add a payload interface. On the 10m (actually 7.8m in game) the choice of size primarily affects how many external magazines you can add in the frame, and how much 2.5m parts you'll need to stack before you're past the framework. The 80foot payload interfaces are basically the same, but one has a fairing. Then there's the upper stages, and if needed extra magazines of bomb. Generally, with the 86foot Orions, I just use the loader floors, as there's quite a large number of pulse units per floor. And if it's reasonably heavy, you'll mostly just be using the 1.4kt yield and upwards. But the loader floors on the 10m only have 138 units each, so I usually stack some more up. So, super quick craft build. You'll need a pod, some mono and RCS. Preferably all 2.5m, as the small Orion joins with 2.5m Then, attach a payload interface, A loader floor or more; Then, an engine AKA pusher plate, Note, you can stack up external stackable magazines and they don't need to match the yield on the loader floors. In fact, unless you have too few of that yield, you're better off using those external magazines to add variety; And then add some more RCS. NOTE: The pulse yield, aka how much push you get, is highly dependent on atmospheric density. In the opposite way to a rocket. The "thrust" at sea level is roughly 12 times what it is in a vacuum. So, those different yields will come in handy as you travel upwards. To change what yield units you're using, right click the engine to bring up the interface. "Kill" means stop loading those pulse units. "Start" means start using those. Usually all but one yield should be Killed with only one Started. Or you'll get uneven pulses. Start small.
  23. Constellation Moon Mission Pack Initially worked on after I saw the Constellation Mission Packs Discussion Thread, I had neglected the project part way through, with the Ares I and Ares V mostly completed (if I recall correctly, it may have been to a bug). After almost two years, I've finished the once unfinished business—it's out! Ares I and Orion Ares V with Altair Going Home Now that you've seen the landing and take off, let's watch the kerbals get home! It should be noted that fuel reserves tend to be quite low at this point—be efficient with how the fuel is spent... DOWNLOADS Ares I and Orion Ares V and Altair If you've found any issues or if you have feedback on ships, feel free to note them in the comments, I'd be happy to fix it.
  24. MacFran KASA Space Program Thread ================================ What this thread is about: I enjoy writing up mission profiles, playing the game beyond simply building, launching and landing crafts. I enjoy building the story around it all as well. It helps to tie everything together and give the game and the experience greater depth. I also enjoy reading good stories about KSP games, seeing well thought out builds that meet the challenge of complexity vs simplicity and effectiveness head on. I hate over-the-top, unrealistic and frivolous designs. I enjoy sharing my designs and getting criticism or comments on them. If you enjoy these kinds of things, then this thread is for you. It is a mish-mash of missions, some of low profile while others of great significance, with stories unfolding in chronological order, the first being the oldest. Although, since I only not too long ago started doing this sort of thing, I cannot go all the way back to the very start of it all. I do my best to maintain a balance between detail and length for both description and screenshots. There will always be at least one or two ''teaser'' screenshots below each post text followed by the rest of the album in the ''reveal hidden content'' dropdown. Enjoy! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Project Orion - KASA's program with the goal to extend kerbaled exploration to Kerbin's red neighbour When KASA announced its Orion project several years ago, a project with the daunting task of conquering Duna and ultimately seeing footsteps on the surface of the red planet, we new it would usher in a new ear of space flight, just like the Apollo program had when the challenge to set kerbals on the Mun was undertaken. For the first time, kerbals left Kerbin's sphere of influence and set out to another world. First, it was one mission, and then another, and then another, and then another. Not long after the program had started it ended with KASA having successfully flown and landed no fewer than 8 missions to the Mun and no fewer than 16 kerbals had left their mark on its grey powdery surface. Technology had been developed to meet the daunting challenges that lay ahead and with every subsequent flight so our understanding of the challenges, risks and potential rewards involved in space exploration grew ever more. For Orion, new technologies will also have to be developed. Bigger stronger rockets, inflatable habitat, extended life support systems, rovers, safe nuclear power sources are just a glimpse of what the KASA engineers and scientists will have to come up with in order for the conquest of Duna to occur. So far the program has not failed to impress in both its size and costs. Test flights have been performed, tech has been tested out and with it KASA's confidence in its ability to send the first kerbonauts to Duna has grown, as has also the impression left with each subsequent test flight that this is really happening: kerbals are headed to Duna in the not too distant future. The last time Kerbals left Kerbin was on Eagle VIII the last Mun mission where two lucky Kerbonauts left footprints on the Mun's surface for the last time. KASA administrator, Charles Bolden Kerbal has said that "the Orion mission designs are still evolving. Our test flights have confirmed a lot of important design features work as intended, but have also shown that some can be improved, and improve them we will". KASA has been under a lot of pressure from Congress to keep a close eye on mission costs and cost overruns. So far, Orion has been the most expensive single undertaking KASA has ever done. To be fair, it is also the most complex it has ever undertaken. Photo courtesy: KASA
  25. Re-creating the journey to mars with STOCK parts and i need help, ideas, and every craft will be able to be downloaded and will be as real as possible and i will update and post updates and images and videos (possibly) and i also do live in Huntsville Alabama so i do have a huge interest in Space and Rocketry i also space x and elon musk's stuff